Chapter 3 - Language Design Principles

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Chapter 3 - Language Design
Principles
Programming Languages:
Principles and Practice, 2nd Ed.
Kenneth C. Louden
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The language design problem

Language design is difficult, and
success is hard to predict:
– Pascal a success, Modula-2 a failure
– Algol60 a success, Algol68 a failure
– FORTRAN a success, PL/I a failure

Conflicting advice
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Efficiency
The “first” goal (FORTRAN): execution
efficiency.
 Still an important goal in some settings
(C++, C).
 Many other criteria can be interpreted
from the point of view of efficiency:
– programming efficiency: writability or
expressiveness (ability to express
complex processes and structures)
– reliability (security).
– maintenance efficiency: readability.
(saw
Chapter
3 Louden this as a goal for first time in Cobol) 3

Other kinds of efficiency
efficiency of execution (optimizable)
 efficiency of translation. Are there
features which are extremely difficult
to check at compile time (or even run
time)? e.g. Alogol – prohibits
assignment to dangling pointers
 Implementability (cost of writing
translator)

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Features that aid efficiency of
execution
Static data types allow efficient
allocation and access.
 Manual memory management avoids
overhead of “garbage collection”.
 Simple semantics allow for simple
structure of running programs
(simple environments - Chapter 8).

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Note conflicts with efficiency

Writability, expressiveness: no static data
types (variables can hold anything, no
need for type declarations). [harder to
maintain]
 Reliability, writability, readability:
automatic memory management (no need
for pointers). [runs slower]
 Expressiveness, writability, readability:
more complex semantics, allowing greater
abstraction. [harder to translate]
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Internal consistency of a
language design: Regularity

Regularity is a measure of how well a
language integrates its features, so that
there are no unusual restrictions,
interactions, or behavior. Easy to remember.
 Regularity issues can often be placed in
subcategories:
– Generality: are constructs general enough? (Or
too general?)
– Orthogonality: are there strange interactions?
– Uniformity: Do similar things look the same, and
do different things look different?
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Generality deficiencies
In pascal, procedures can be passed
as parameters, but no procedure
variable.
 Pascal has no variable length arrays
–length is defined as part of
definition (even when parameter)

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Orthogonality: independence
Not context sensitive
Seems similar to “generality” but more
of an “odd” decision rather than a
limitation.
 For example, if I buy a sweater, I may
have the following choices:

– short sleeve, long sleeve, or sleeveless
– small, medium, or large
– red, green, or blue
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Limitations to sweater example:
If it is not possible to get sleeveless
sweaters, that may be a lack of
generality.
 If any combination of any attributes
can be used together, it is
orthogonal.
 If red sweaters cannot be purchased
in a small size, but other sweaters
can, it is non-orthogonal

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Orthogonality
a relatively small set of primitive constructs can be
combined in a relatively small number of ways.
Every possible combination is legal.
For example - in IBM assembly language there are
different instructions for adding memory to
register or register to register (non-orthogonal).
In Vax, a single add instruction can have arbitrary
operands.
Closely related to simplicity - the more orthogonal,
the fewer rules to remember.
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For examples of non-orthogonality
consider C++:
– We can convert from integer to float by
simply assigning a float to an integer,
but not vice versa. (not a question of
ability to do – generality, but of the way
it is done)
– Arrays are pass by reference while
integers are pass by value.
– A switch statement works with integers,
characters, or enumerated types, but
not doubles or Strings.
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Regularity examples from C++

Functions are not general: there are no
local functions (simplicity of
environment).
 Declarations are not uniform: data
declarations must be followed by a
semicolon, function declarations must
not.
 Lots of ways to increment – lack of
uniformity (++i, i++, i = i+1)
 i=j and i==j look the same, but are
different. Lack of uniformity
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What about Java?

Are function declarations non-general?
– There are no functions, so a non-issue. (Well,
what about static methods?)

Are class declarations non-general?
– No multiple inheritance (but there is a reason:
complexity of environment).
– Java has a good replacement: interface
inheritance.

Do declarations require semicolons?
– Local variables do, but is that an issue? (Not
really - they look like statements.)
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Java regularity, continued

Are some parameters references, others
not?
– Yes: objects are references, simple data are
copies.
– This is a result of the non-uniformity of data in
Java, in which not every piece of data is an
object.
– The reason is efficiency: simple data have fast
access.

What is the worst non-regularity in Java?
– My vote: arrays. But there are excuses.
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Other design principles
Simplicity: make things as simple as
possible, but not simpler (Einstein).
(Pascal, C)
 We can make things so simple that it
doesn’t work well – no string handling, no
reasonable I/0
 Can be cumbersome to use or inefficient.
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Other design principles
Expressiveness: make it possible to express
conceptual abstractions directly and
simply. (Scheme)
 Helps you to think about the problem.
 Perl, for example, allows you to return
multiple arguments:
($a,$b) = swap($a,$b);
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Other design principles

Extensibility: allow the programmer to
extend the language in various ways.
(Scheme, C++)
Types, operators

Security: programs cannot do unexpected
damage. (Java)
– discourages errors
– allows errors to be discovered
– type checking
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Other design principles (cont.)

Preciseness: having a definition that can
answer programmers and implementors
questions. (Most languages today, but only
one has a mathematical definition: ML).
If it isn’t clear, there will be differences.
Example: Declaration in local scope (for loop)
unknown/known after exit
Example: implementation of switch statement
Example: constants – expressions or not?
Example: how much accuracy of float?
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Other design principles (cont.)
Machine-independence: should run the
same on any machine. (Java- big effort)
 Consistent with accepted notations –
easy to learn and understand for
experienced programmers (Most
languages today, but not Smalltalk &
Perl)
 Restrictability: a programmer can
program effectively in a subset of the
full language. (C++: avoids runtime
penalties)

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Wikipedia moment:

Syntactic sugar is a term coined by Peter
J. Landin for additions to the syntax of a
computer language that do not affect its
expressiveness but make it "sweeter" for
humans to use. Syntactic sugar gives the
programmer (designer, in the case of
specification computer languages) an
alternative way of coding (specifying) that
is more practical, either by being more
succinct or more like some familiar
notation.
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C++ case study

Thanks to Bjarne Stroustrup, C++ is
not only a great success story, but
also the best-documented language
development effort in history:
– 1997: The C++ Programming Language,
3rd Edition (Addison-Wesley).
– 1994: The Design and Evolution of C++
(Addison-Wesley).
– 1993: A History of C++ 1979-1991,
SIGPLAN Notices 28(3).
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Major C++ design goals
OO features: class, inheritance
 Strong type checking for better
compile-time debugging
 Efficient execution
 Portable
 Easy to implement
 Good interfaces with other tools

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Supplemental C++ design goals







C compatibility (but not an absolute goal:
no gratuitous incompatibilities)
Incremental development based on
experience.
No runtime penalty for unused features.
Multiparadigm
Stronger type checking than C
Learnable in stages
Compatibility with other languages and
systems
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C++ design errors

Too big?
– C++ programs can be hard to
understand and debug
– Not easy to implement
– Defended by Stroustrup: multiparadigm
features are worthwhile

No standard library until late (and
even then lacking major features)
– Stroustrup agrees this has been a major
problem
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